BareKnuckleRoo wrote: ↑Mon Jun 24, 2024 3:15 pm
I remember as a kid selecting between them in a store and going WipEout due to aesthetics. While I really appreciate the later F-Zero games and frankly prefer racing without the weaponry gimmick, I think still think I prefer WipEout in terms of aesthetic design. The third game had some really fun tracks and I liked the prototype tracks they included that basically were untextured, abstract looking tracks:
https://www.youtube.com/watch?v=K5OHbZBKNQ0
Have you ever played Extreme-G for the N64? I remember disliking it, thinking it felt like it was far weaker than F-Zero or WipEout.
I always took WipEout to be deeper overall - more tighly focused on the nuances of its antigrav fast-bar-of-soap physics model than F-Zero's mix of strafing, ramming, and meter-management.
In retrospect, I think that's partly down to the 'Nintendo factor' of avoiding sequels unless they can execute a marked improvement on previous work - less games overall means a less varied enumeration on what the gameplay
can be, but arguably an overall higher quality bar for the absence of mainline clangers like Fusion.
I rented Extreme-G briefly back in the day - predictably, because of the box art - and thought it was cool, though my frame of reference at that point was Mario Kart 64, so not really much to go on. If I remember right, the bikes had a basic laser on a button as standard, which I thought was wild next to having to pick stuff up.
Rollcage and Firebugs were probably the mid-tier highlights for me in that era - not sure if they hold up, but the invertible cars and pipe tracks were neat.
XoPachi wrote: ↑Mon Jun 24, 2024 4:28 pm
WipEout and F-Zero are always very interesting to compare. WipEout has a very high skill floor. You can't really get good at WipEout until you've gotten a handle on it's physics which is a high learning curve for a lot of new players. Pitch control, really strict airbraking, the more gradual turning, etc. Conversely, F-Zero has a much lower skill floor, but I'd argue that it has a much higher ceiling for technical optimization. X, GX, and Climax at least. I tend to play both series very equally.
I think the games' relative input methods speak volumes about how they scale to high-level play; WipEout is all about fine-grained analog precision, and benefits greatly from a focused controller like the NeGcon - I built a custom PS1-to-USB adapter for mine, since all the commercial ones have horrible deadzones, and it's been a stalwart companion through the whole series.
Whereas GX is a consummately GameCube game - lots of reactive stick-slamming, trigger precision, and a general disdain for the lil' C-Nubbin!
Attempting to play it with the NeGcon might account for why I didn't get it at first, since its wide high-resistance steering isn't so well suited to quickturns and full-commit turbo slides.
On the whole, they're both excellent. Right now I'm digging the hell out of GX, but it'd be foolish to declare it Best Ever so early into the honeymoon period
XoPachi wrote: ↑Mon Jun 24, 2024 4:28 pm
The only thing about WipEout I've never liked is how few tracks they tend to have compared to other racers. And they try to make up for this by making you go through speed classes which I just don't care for. I'm only trying to play the games on Phantom. I appreciate that F-Zero is just one speed and a good amount of tracks.
Yeah, this has really stuck out to me playing through GX; physics are fixed, and difficulty is a function of how good the other racers are. I prefer it, gives the player a consistent learning environment throughout, which makes for great brain candy since improvement is very tangible.
It's an interesting case for the classical rubberbanding problem too - I'm fairly convinced that it's super aggressive with it (Goroh's campaign track being a particularly obvious example), but haven't run into a single blatant
fuck this case in my playtime.
Air Master Burst wrote: ↑Mon Jun 24, 2024 6:44 pm
The PSP entries are my favorites, and they both give you a shitload of tracks. I personally prefer the handling in Pulse (the PS2 version is my vote for best futuristic racer of all time), but Pure is fantastic too.
I really like Pure; true to the name, it hits a sweet spot of refreshing the PS1 physics model without making major changes or additions like the tighter turning and flip boost from Pulse and beyond. Not necessarily the best in the series, but a really nicely-formed little package.
I'd probably pick 2097 for the classics, and HD for the modern entries. Specifically HD; Fury has a
badass menu, but the campaign is way too combat-heavy.
Sengoku Strider wrote: ↑Mon Jun 24, 2024 9:20 pm
Pure was the one I played to death. Wipeout HD on PS3 was based on tracks from Pure & Pulse, I had it but got kind of burned out on the difficulty,
so I never got 2048 on Vita when that came around.
You didn't miss much; 2048 is fine enough, but slightly too close to being a less-refined (probably on purpose, since it's the low-tech prequel) retread of HD.
The coolest part is probably the aesthetic and tracks; getting to see a less-pristine version of the WipEoutverse that still has some light vestiges of present-day to its its futuristic cityscapes.